Skills To Get Their Elemental Type Shifted, Legendary Sources and Mojos To Be Buffed, BoP Working As Intended, Condemn Build

Skills To Get Their Elemental Type Shifted In a Future Patch

Some skills are most probably going to get their elemental type switched in a future patch as Blizzard is still trying to make 'adjustments' and make sure there isn't a particular elemental type that's way stronger than the others.

WW is not imo a huge issue but the fact that lightning/cold/non-fire builds all perform poorly and aren't really good compared with fire.

This is actually a topic I've been meaning to post on for a while, but hadn't found a good opportunity yet. Now's as good a time as any, I suppose!

When we did a pass on elemental damage types across skills during the Closed Beta for Reaper of Souls, the Barbarian class was one that received the most revision. While we arrived at a place much closer to where we were aiming, we think there's room for some additional adjustments. I don't have details on exact changes to share at this time, but it's likely you'll see some skills, and not just for the Barbarian, shift around their elemental type in a future patch.

Legendary Sources and Mojos To Be Buffed

The base damage of legendary Sources and Mojos (both dropped and crafted) will be buffed in a future patch, so that they can adequately compare with (and be stronger than) yellow items of the type.

Hey everyone!First off, apologies for the delay on this follow-up and thank you very much for your patience. We've looked into your reports with QA and the dev thoroughly and here's what happened:The issue is actually two-fold:

Issue #2: Legendary Sources and Mojos (both crafted and dropped) are not currently being appropriately up-ranked to have more powerful base damage than Rare Sources and Mojos.

The first issue was resolved in patch 2.0.4. For reference, in patch 2.0.4, we implemented a bug fix to address an issue with crafted Legendary Crusader shields rolling with the wrong Block value. It turns out that the same bug that was causing crafted Legendary Crusader Shields to roll with Block values that were too low was also causing crafted Legendary Sources and Mojos to roll with Damage values that were too high. As a result, we when we fixed the issue with crafted Crusader shields we also fixed the issue with crafted Mojos and Sources. This fix had the secondary effect of reducing the maximum +Damage value on many existing crafted Sources and Mojos, bringing them in line with dropped Sources and Mojos.

While crafted Legendary Sources and Mojos are now using the correct values (both newly rolled and existing), this particular fix came a little sooner than we anticipated which means we didn't get to post about it advance. We sincerely apologize for not providing messaging ahead of time on this topic as well as for any inconvenience or negative effect that lack of messaging may have had on your gameplay experience. This applies especially to anyone who had an existing item affected by the fix itself.

In the near future, we'd like to address the second issue, which is that Legendary Sources and Mojos (both dropped and crafted) are not being appropriately up-ranked to have more powerful base Damage than Rare ones. Since any change made to address this issue would affect client-side data, it's not something we can hotfix; BUT, we are looking to implement a fix in an upcoming patch. We're still working out the specific details (including an ETA), but suffice to say that crafted/dropped Legendary Sources and Mojos should be more powerful than they were even prior to patch 2.0.4 once issue #2 is resolved.

Blade of Prophecy Working As Intended

Blade of Prophecy's Condemn explosions were confirmed to be two and not changed so far. A correction to the tooltip of the weapon will be made though.

Blade of Prophecy currently only procs two extra explosions of Condemn, regardless of how many targets are Condemned while the weapon is equipped.

This is intended functionality of the weapon, and has been since it was implemented. (This is really what I wanted to confirm.)

No changes have been made to Blade of Prophecy since RoS shipped, and no known bugs are currently active with the weapon.

Just as an FYI, I've already passed along the feedback regarding BoP's tooltip and the relevant secondary affix being somewhat misleading/confusing. -----------When I passed along the feedback from earlier posts in this thread to the dev team, they'd agreed with the posts that the description is confusing and not really representative of the behavior of the proc, so it's something they'd like to fix and just make much more clear to players. Since it's a text change (and therefore hitting client side data), it's not something we can hotfix, but we are looking to tackle with a future patch.

Mannercookie's Condemn Crusader Build

In honor of the Blue post above, have a look at Mannercookie's Blade of Prophecy/Condemn Build that's viable for all torment difficulty levels. As always, he has divided the video into several parts: Intro - 0:05, T1-T4 - 2:17, T6 - 14:52 and Item/stats - 22:00. For a quicker look you can go through the post in his RoS Crusader information thread but in the meantime the build you see above the video is his Torment 6 one.

The 6 piece crusader set was basically blizzard's hotfix during the beta to make the Crusader a viable class for end-game before release.

There is build diversity, but yes it does require armor of akkhan if you are wanting to push to end-game content (Torment-6). For lower difficulties the Crusader is one of the most diverse class in the game currently since there are many weapons that you can literally build around.

It's not like any of the other classes aren't as gear intense as the Crusader to farm T6, your statement is basically true for all classes.

1 handed cross bows are far inferior to two handed cross bows even if their AVERAGE DPS seems higher. The only reason their dps is so high is because the attack speed is so high. Just because your dps sheet says more dps, doesn't actually mean you do more damage.

Attack speed is fairly useless for Demon Hunters, since they usually have resource issues. You want your attacks to actually hit for something.

People need to move away from just looking at their dps sheets, and thinking they are doing more damage.

I hate how the only viable spec for Demon Hunters is Cluster Arrow / Fire Damage.

The problem isn't just lack of synergy between skills, but also the fact that Fire also has the most gear pieces combined with Magefists, which are just ridiculous.

Added on top of the the skills themselves that aren't fire at least for Demon Hunter are usually utility based. Stun, Fear, Slow, no cool damage effects to speak of. If they do have cool effects they usually involve throwing out grenades, which force you into a melee play style, and even then the damage is inconsistent.

I have been playing cold since the release, The best I can do even if I was full best in slot would be T4. The damage just falls off too hard. The builder for cold is complete garbage. Also anything other than Fire doesn't really scale with elemental damage well because of the low coefficients.

For example:

550% cluster with 55% fire will be a net increase of 302.5% going up to 852.5%

330% ice arrow with 55% cold will be a net increase of 181.5% going up to 511.5%

If the elemental bonuses were additive, then the lower damage specs wouldn't be as badly effected. Although then you would run into the problem of low cost high damage attacks, which would outpace the high cost counter parts.

550% + 55% = 615% vs 330% + 55% = 385%

This is not the only area where the low cost spenders suffer. They don't gain anywhere near the benefits of Resource Reduction as the Fire skills do. On top of that you have things like Cindercoat and the Resource Reduction Helm which almost puts High Resource Cost spenders that do over double damage almost on par in cost with the low cost low damage resource spenders. Items like that just completely flip the tables, because there is nothing available out there for the low cost low damage resource spenders.

Theoretically a Cindercoat would need a counter. For example, a Wintercoat, which instead of reducing resource cost of all cold skills increases their damage by that amount instead. Except this would also cause issues, because if you look outside of the realm of Demon Hunters, there are classes where their skills that are cold actually do real damage.

1 handed cross bows are far inferior to two handed cross bows even if their AVERAGE DPS seems higher. The only reason their dps is so high is because the attack speed is so high. Just because your dps sheet says more dps, doesn't actually mean you do more damage.

Attack speed is fairly useless for Demon Hunters, since they usually have resource issues. You want your attacks to actually hit for something.

People need to move away from just looking at their dps sheets, and thinking they are doing more damage.

They have so much room to balance out elemental builds within the crafting system. Too many crafted items are utter garbage: pointless 6-affix items with nothing special on them. They really need to revamp their crafting system and add a flail to the Hallowed set

1 handed cross bows are far inferior to two handed cross bows even if their AVERAGE DPS seems higher. The only reason their dps is so high is because the attack speed is so high. Just because your dps sheet says more dps, doesn't actually mean you do more damage.

Attack speed is fairly useless for Demon Hunters, since they usually have resource issues. You want your attacks to actually hit for something.

People need to move away from just looking at their dps sheets, and thinking they are doing more damage.

I really don't want to get into an argument here. But, if you are going to throw theory at me. 130% crit hit damage is less dps than 15% skill damage. 20% attack speed is more than 15% attack speed. 5 primary stats is more than 4 primary stats. Do I need to go further?

The only time dual wield cross bows competes with equivalent quiver / xbow combo for theoretical dps is with calamity.

And why in the world would you want to use ur builder. The demon hunter builders are awful at best. Id rather have my packs die before I begin to shoot my builders, rather than after. You also don't realize but kiting is a big part of demon hunters. If you mean to tell me your kiting skills are so incredible that you can stutter step perfectly to your 2.4 attacks a second then your argument may be valid. But for the rest of the mortal man kind, it's not an option. Attack speed is wasted. I wish the game had damage per resource spent, and damage per minute. Or burst damage. You will quicky come to realize that fast attack speed is total garbage for Demon Hunters, and used primarily to stroke your epeen.

Now don't get me wrong. I love attack speed, and wish it was useful. It does enable you to kite better, and makes the game feel faster which is always more enjoyable.

Theoretically a Cindercoat would need a counter. For example, a Wintercoat, which instead of reducing resource cost of all cold skills increases their damage by that amount instead. Except this would also cause issues, because if you look outside of the realm of Demon Hunters, there are classes where their skills that are cold actually do real damage.

I have to agree on the lack of other viable elemental gear besides fire. I think Kridershot with the right gear and a viable frost hatred spender would be fun